Basic Attacks

Power Descriptions

At-Will Disciplines

Dishearten Psion Attack 1At-Will ✦ Augmentable, Implement, Psionic, PsychicStandard Action Area burst 1 within 10 squaresTarget: Each creature in burstAttack: +14 vs. WillHit: 1d6 + 8 (14 on a crit) psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Augment 1Hit: As above, and the target cannot make opportunity attacks until the end of your next turn.
Augment 2Hit: 2d6 + 8 (20 on a crit) psychic damage, and the target takes a penalty to attack rolls equal to your Charisma modifier (4) until the end of your next turn.

Mind Thrust Psion Attack 1At-Will ✦ Augmentable, Implement, Psionic, PsychicStandard Action Ranged 10Target: One creatureAttack: +14 vs. WillHit: 1d10 + 8 (18 on a crit) psychic damage.Special: You can use this power unagumented as a ranged basic attack.
Augment 1Hit: As above, and the target takes a penalty to Will equal to your Charisma modifier (4) until the end of your next turn.
Augment 2Hit: 2d10 + 8 (28 on a crit) psychic damage, and the target takes a penalty to all defenses equal to your Charisma modifier (4) until the end of your next turn.

Betrayal Psion Attack 3At-Will ✦ Augmentable, Charm, Implement, PsionicStandard Action Ranged 10Target: One enemyAttack: +13 vs. WillHit: You slide the target 1 square to an square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll equal to your Charisma modifier (4).
Augment 1Hit: As above, and the target gains a bonus to the damage roll equal to your Charisma modifier (4).
Augment 2Hit: You slide the target a number of squares equal to your Charisma modifier (4) to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a bonus to the attack roll and the damage roll equal to your Charisma modifier (4). The target is also dazed until the end of your next turn.

Force Grasp Psion Attack 7At-Will ✦ Augmentable, Force, Implement, PsionicStandard Action Ranged 10Target: One creatureAttack: +13 vs. FortitudeHit: 1d8 + 8 (16 on a crit) force damage, and the target is slowed until the end of your next turn.
Augment 1Target: One creature or two creatures adjacent to each other
Augment 2Target: One or two creaturesHit: 2d8 + 8 (24 on a crit) force damage, and the target is immobilized until the end of your next turn.

Encounter Disciplines

Distract Psion FeatureEncounter (Special) ✦ PsionicSpecial: You may use this power twice per encounter.Minor Action Ranged 10Target: One creatureEffect: The target grants combat advantage to the next creature that attacks it before the end of your next turn.

Send Thoughts Psion FeatureEncounter (Special) ✦ PsionicSpecial: You may use this power twice per encounter.Free Action Ranged 20Target: One creatureEffect: You send a mental message of 25 words or fewer to the target. The target can respond in kind as a free action.

Intellect Fortress Psion Utility 2Encounter ✦ PsionicImmediate Interrupt PersonalTrigger: You are hit by an attackEffect: Choose a defense. Until the end of your next turn, you gain a power bonus to that defense equal to your Charisma modifier (4).

Second Wind PC FeatureEncounter ✦ HealingStandard Action PersonalEffect: Spend a healing surge. You regain 16 hit points, and gain a +2 bonus to all defenses until the start of your next turn.

Hypnotic Pulse Psion Attack 5Daily ✦ Implement, Psionic, PsychicStandard Action Area burst 1 within 10 squaresTarget: Each enemy in burstAttack: +14 vs. WillHit: 2d6 + 8 (20 on a crit) psychic damage, and the target is dazed (save ends).Miss: The target is dazed until the end of your next turn.

Mind Blast Psion Attack 9Daily ✦ Implement, PsionicStandard Action Close blast 5Target: Each creature in blastAttack: +13 vs. WillHit: The target is stunned (save ends).Miss: The target is dazed until the end of your next turn.

Steadfast Stanchion Psion Utility 6Daily ✦ PsionicStandard Action PersonalEffect: You become immune to forced movement until the end of your next turn. In addition, your allies are immune to forced movement while wihtin 5 squares of you. If you move, the effect ends.Sustain Minor: The effect persists.

+3 Orb of Mental Dominion Level 11Implement (Orb)Enhancement: +3 to attack rolls and damage rollsPower (Daily): Free Action. Use this power when an attack with this orb succeeds against the target’s Will defense. When the target makes a saving throw against an effect from that attack, the target must roll twice and take the lower result.

+2 Shimmering Cloth Armor Level 9Armor: ClothEnhancement: +2 ACProperty: You do not provoke opportunity attacks when you make ranged or area attacks.

+2 Periapt of Cascading Health Level 10Item Slot: NeckEnhancement: +2 Fortitude, Reflex, and WillPower (Encounter): Minor Action. You end one condition that a save can end.

Headband of Intellect Level 10Item Slot: HeadProperty: Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.Power (Daily): Minor Action. Gain a +2 power bonus to the next Intelligence attack that you make this turn.

Rituals Mastered

Comprehend Language
Sending

Current XP: 22,000 (Thru Session 2)Next Level: 26,000

Bio:

Height: 5’10"

Weight: 150 lbs.

Age: 28

Eyes: Dark Brown

Hair: Brown

Skin: Fair

DESCRIPTION

Rook’s short brown hair is often tousled and sticks up at odd angles, often due to him idly toying with it while thinking about something. His eyes are deep pools of curiosity, and he smiles easily. He sports sideburns, though the rest of his face tends to be clean-shaven while not out on an adventure. His clothes tend to be nice, but ruffled because of his inattention to details like that. He possesses a pair of spectacles, which he will sometimes wear while reading, though he doesn’t need them so much as he thinks they make him look a bit clever.

BACKGROUND

Benjamin Rook grew up in the city of Hammerfast to the northeast of Harkenwold. As humans in a primarily dwarven city, his family served as caretakers of the small shrine to Ioun. His father Francis was a devout priest of the goddess of knowledge and insisted upon his son being given a good education. Young Rook was less interested in the religious philosophies than he was in the texts concerning all the strange and wonderful creatures that inhabited the world and the realms beyond. Books were the boy’s constant companions, and he spent hours memorizing every bit of lore associated with the arcane and the deeps of the world. Rather than learning Dwarven, a practical language to know for one living in a city filled with native speakers, he instead obsessed over the tongue known as the Deep Speech. It was harsh and guttural and pulsed with danger, sparking the young man’s imagination about the nature of those who had created it.

Though the dwarf children would sometimes tease him for being so tall, lanky, and “brainy,” they still allowed the boy to tag along with them as they played their games in the tunnels beneath the city. Rook’s first exposure to the disturbing energies of the Far Realm occurred during one of the kids’ explorations of some of the less-traveled tunnels. The memory of the event itself escapes him, but he would often later describe what he saw as “squirmy.” He’d gone off alone into a side passage, and when his friends found him, he was lying on the floor unconscious. They ran for help and brought back some adults to carry the young human back home. He awoke at the shrine with a terrible migraine, but as the pain dulled he could sense a greater…awareness of things around him.

Rook’s experience with psionic energy seemed to have pried open an untapped part of his mind, and as his headaches eventually faded away completely, he discovered that he was mildly telepathic. He was sometimes able to “hear” the surface thoughts of others and even accidentally project his own thoughts directly into someone’s head. Afraid of this new development, he confessed all to his father, whom he trusted above all others. Francis researched the phenomena his son described to him, performed divination rituals, and prayed to Ioun herself for guidance in helping his son understand what was occurring to him. He discovered ancient and almost forgotten references to Psionic power and their links to the Far Realm, and he reached out to some friends of his, seeking an expert on the subject. A few months later, the Rooks were visited by a master of the mental arts called Julius.

With a mentor to help guide and shape his new found abilities, Rook learned to tap fully into the psionic power source. With the uncertainty and fear stripped away, the young man found the possibilities fascinating. He continued his traditional education under his father’s tutelage, but also began extra lessons with Julius to exercise and strengthen the recently awakened parts of his mind. It was rigorous and tiring, but he found it all to be worthwhile. He absorbed everything that both men had to teach him, but he took a particular interest in his psionic mentor’s tales of his life as an adventurer. This preoccupation with the dangerous and awe inspiring path in life led him to want to get out of the books and out into the world to experience what he could, and put his mental abilities to practice serving the greater good of the Nentir Vale.

PERSONALITY

Rook is enthusiastically optimistic, genial, and engaging. He’s quick with an encouraging word for those who seem to be in need, though he tends to overstate his point. He gets distracted easily, and will sometimes talk all around his point before finally making it. He enjoys word play, and can become a bit frustrated if others do not “get” him. He’s smart and good with people, but he is rather too trusting. He values his own moral code, and though he does not insist the same of those around him, he certainly encourages them to hold true to some principles.